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Re: Sprites Question...Can angles show different scenes

Posted: Sun Jul 31, 2011 1:39 am
by Michael Slaunwhite
Reb,

Here's somthing i was messing with along this topic.

Kinda puts bullet hit on the ground around troops firing. i just copy the attached file over

the unit graphic files and save. Just the firing and death ones (hi-res only)

Could give ya some ideals though

A couple of cautions .....

1. A little goes along way. (expecially with one uniform units)

2. Stay away form any Death file 3.
Untitled687858.zip
*S*
Perhaps making it into a temp mod. Which file is this to replace for testing? Or is it just to take a peek at?

Later.

Re: Sprites Question...Can angles show different scenes

Posted: Sun Jul 31, 2011 2:53 am
by born2see
RebBugler wrote:
So, I'm excited about this idea, lots of possibilities for numerous death scenes
What determines the frequency of the various type of hits?

Of course someone will have to go through the statistical record to maintain historical accuracy... :evil:

I think it's called Occam's Sledgehammer. Don't make anything simple when it can be made more complicated. :huh:

Re: Sprites Question...Can angles show different scenes

Posted: Sun Jul 31, 2011 4:15 am
by RebBugler
RebBugler wrote:
So, I'm excited about this idea, lots of possibilities for numerous death scenes
What determines the frequency of the various type of hits?

Of course someone will have to go through the statistical record to maintain historical accuracy... :evil:

I think it's called Occam's Sledgehammer. Don't make anything simple when it can be made more complicated. :huh:
This is what is so cool. As I tested and watched for my edited sprite to Die, I just stayed in one place. The sprite randomly goes down at different angles, so 16 random angles, thus 16 different possibilities. This is obviously a pain to test, if you blink, you might well miss that one in sixteen. To better the odds, I edited 2 angles, 1st column, to help the odds of catching it, one in eight, with two different views to watch for, falling forward or backward.

Re: Sprites Question...Can angles show different scenes

Posted: Sun Jul 31, 2011 4:48 am
by Davinci
This is obviously a pain to test, if you blink, you might well miss that one in sixteen. To better the odds, I edited 2 angles, 1st column, to help the odds of catching it, one in eight, with two different views to watch for, falling forward or backward.
For testing purposes, why not just use a Copy & Paste approach to copy over the frames that you haven’t edited.

This would allow you to view the graphics from any angle, after testing the results just use the copy and paste to put the file back the way it was.

The downside to this is that you have to do this for the Alpha-Channel as well.

davinci

Re: Sprites Question...Can angles show different scenes

Posted: Sun Jul 31, 2011 5:11 am
by RebBugler
This is obviously a pain to test, if you blink, you might well miss that one in sixteen. To better the odds, I edited 2 angles, 1st column, to help the odds of catching it, one in eight, with two different views to watch for, falling forward or backward.
For testing purposes, why not just use a Copy & Paste approach to copy over the frames that you haven’t edited.

This would allow you to view the graphics from any angle, after testing the results just use the copy and paste to put the file back the way it was.

The downside to this is that you have to do this for the Alpha-Channel as well.

davinci
It had to be tested this way so I could see how the other angles affected it. I knew it would work, that was not the purpose of this testing phase. Also, to do it as you suggested, besides copy/paste, I'd have to decapitate all the other angles, if I'm understanding you right. That's 14x8, 112 beheadings. :S

Re: Sprites Question...Can angles show different scenes

Posted: Sun Jul 31, 2011 5:21 am
by Davinci
Also, to do it as you suggested, besides copy/paste, I'd have to decapitate all the other angles, if I'm understanding you right. That's 14x8, 112 beheadings. :S
You wouldn’t be adding any more frames, only coping over the frames that you haven’t edited.

If, I understand what you did, correctly, you only changed the first two rows, correct?

If you copied those two rows over the over frames that you are not going to change, you would be able to test the results from any angle.

davinci

Re: Sprites Question...Can angles show different scenes

Posted: Mon Aug 01, 2011 8:07 pm
by CoB4thTEXAS
rclark, mikesla

No, not really a mod, just somthing i was mess'n with a while back :)

the art is well....basic, was just show how frames and angles show in the game.

its more like an overlay for unit sprite files i guess


*S*

Re: Sprites Question...Can angles show different scenes

Posted: Mon Aug 01, 2011 8:39 pm
by bedbug
If I'm reading you correctly RB it should be fairly simple to copy a red splat over to like animation sequences (there are several types... fall forward, fall backward...). If you are only altering one or two angles and only the first frame or two then you could create a new image ...say the 64 pixel cell....and a blank alpha...copy a like 64 pixel death cell and its alpha to it...create a new layer and place your blood on it and make the alpha channel conform to it.... flatten the image.... then copy/paste to all similar cells of similar sequences and you'll have an animation that will show up 1/16th of the time for those animation sequences.

Re: Sprites Question...Can angles show different scenes

Posted: Wed Aug 03, 2011 6:44 am
by RebBugler
If I'm reading you correctly RB it should be fairly simple to copy a red splat over to like animation sequences (there are several types... fall forward, fall backward...). If you are only altering one or two angles and only the first frame or two then you could create a new image ...say the 64 pixel cell....and a blank alpha...copy a like 64 pixel death cell and its alpha to it...create a new layer and place your blood on it and make the alpha channel conform to it.... flatten the image.... then copy/paste to all similar cells of similar sequences and you'll have an animation that will show up 1/16th of the time for those animation sequences.
Thanks a bunch, with this information and my testing data, I've been able to mod some random hits, really adds to the variety...coming soon, BloodBathII